Monster Hunter: World

Monster Hunter: World

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Kaldaien Aug 11, 2018 @ 7:54pm
[Special K] Monster Hunter: World - Dead Mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2028860053

I'm done here, sorry :(


Regarding 2/5/20 Patch
Capcom has gone insane with their anti-tamper, rather than remove it they are applying it earlier and to a more broad coverage of executable code (including third-party DLLs). This has massive implications for stability and will prevent normal users not even modifying the game from running the game (as seen in the primary forums).

Tl;Dr:

    To continue using Special K, apply the following changes to dxgi.ini
      [Steam.Log] Silent=true

Regarding 1/26/20 Patch
Capcom has removed the active CRC scanning threads on 1/26/20, old anti-tamper code is now at play, which introduces the same stability problems I have been warning Capcom about since the game launched. I've watched that code self-destruct on Ansel's whitelist check DLL numerous times and that code needs to be removed.
    Please do not give Capcom a free pass to stop where they did, your CPU load may have gone down, but there is still something truly awful under the hood that consumers need to complain about until gone.


Introduction
This is what is left of the original HDR mod for MH:W, HDR is officially supported now and the more important functionality offered by the mod is improved framepacing and memory scan (anti-tamper/anti-cheat related) elimination for better performance.

    Current Features:
    • Eliminates 24-thread CRC scanning performance sink
    • Restrict job threads to a manageable number (physical or logical cores)
    D3D11
    • HUDless screenshots (Broken 2/5/20)
    • Texture/button mods
    • Pre-HUD ReShade
    D3D12
    NOTE:
    Special K's UI is not functional in D3D12 mode, but the mod does still work and manual edits to the ini file allow tweaking stuff.

    HDR Display Owners:
    A work-in-progress HDR FAQ is available here.

    Non-HDR Display Owners -- No More Washed out Colors:

Download and Install
  1. Grab this archive (if using D3D11)[drive.google.com] or this archive (if using D3D12)[drive.google.com] from Google Drive.
  2. Extract it to your game's install directory (steamapps\common\Monster Hunter World)

Configuration
    Press Ctrl + Shift + Backspace to open Special K's config menu.

      HUDless screenshots can be configured under the Steam Enhancements / Screenshots tab

Custom ReShade
    Follow the normal Download and Install procedure, using this archive[github.com] instead.


      The shipping preset is configured to test pre-HUD shading and nothing else, you can go into the ReShade directory and fiddle with stuff to your content. You DEFINITELY do not want it the way it's setup out-of-the-box :P


Troubleshooting
    If the mod does not work, third-party software (especially FRAPS!), anti-virus software or Windows 7 is usually to blame.
    Windows 7 has a half-dozen optional updates that you need to install to use modern software such as mine; it's easier just to upgrade to Windows 10 :P
      If after closing third-party software the game still does not start, please paste logs/dxgi.log, logs/modules.log and logs/game_output.log to pastebin.com and provide a link in a post.
Last edited by Kaldaien; Mar 20, 2020 @ 1:04pm
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Showing 1,276-1,290 of 6,084 comments
Kaldaien Aug 16, 2018 @ 5:41am 
Originally posted by Blep:
I'm having the same issue as the some of the people recently with the game not launching at all after installing the mod. Only the dxgi and modules logs have info on them while game_output and the rest are blank.

dxgi: https://pastebin.com/YNpsrax0
modules: https://pastebin.com/S1EZ19db
You have NVIDIA to thank for this. Start turning off all that nasty GeForce Experience stuff that's making your game crash.

Then turn off Ansel too.
JBeckman Aug 16, 2018 @ 5:51am 
I guess the CPU thing is just going to have to be patched, guessing it shouldn't behave like that and isn't behaving like that on the console platforms but something is a bit "off" with the PC version and this port.

Well they have a few weeks or months or works from the sounds of it, testing, replicating, fixing, more testing and then shipping up whatever the patch is going to contain before continuing with the next one.

If they're planning additional PC platform settings and options this CPU overhead and optimization issue is probably also quite a serious issue that needs to be dealt with.


Though at least there's one game now for the Threadripper CPU's to benchmark with. :P
Malkraz Aug 16, 2018 @ 5:59am 
https://steamdb.info/app/582010/depots/

Capcom loaded a new internal branch called "fixpatch" so hopefully SOMETHING is coming
Kaldaien Aug 16, 2018 @ 6:02am 
If only :P

In a perfect world, you could keep throwing more cores into a system and get something approaching linear performance scaling. Here in the real world, you get logarithmic scaling. Even with a CPU capable of running 32 threads at once, those threads collapse under their own weight because if you have 32 processor cores working on the same task and you haven't done some really sophisticated memory management work (this game has not), these threads trip over eachother constantly when they need memory.

This problem is occuring more and more in games. You really need a bunch of independent tasks if you want to leverage multiple cores, you cannot keep splitting the same job pool across more and more threads and expect worthwhile improvements.
DarkHades Aug 16, 2018 @ 6:09am 
Originally posted by Aemony:
Originally posted by Kaldaien:
https://steamcommunity.com/sharedfiles/filedetails/?id=1481284663

... I am conflicted... The difference between not using an alternate tonemap (aka tonemap "6") vs. the "3" you set as default is larger than I thought. I typically don't apply changes that messes with the intended style and look of the game, but I really like how much darker 3 is and how light sources contrast further from its surroundings at night.

Edit: Special K doesn't use a default any longer, as that behavior was the result of a bug.

https://steamcommunity.com/sharedfiles/filedetails/?id=1481319702

https://steamcommunity.com/sharedfiles/filedetails/?id=1481319496

@Aemony Do I have to download the HDR file to make use of the Alternate Tonemap feature? Nothing happens when I check the box.
Blep Aug 16, 2018 @ 6:16am 
Originally posted by Kaldaien:
Originally posted by Blep:
I'm having the same issue as the some of the people recently with the game not launching at all after installing the mod. Only the dxgi and modules logs have info on them while game_output and the rest are blank.

dxgi: https://pastebin.com/YNpsrax0
modules: https://pastebin.com/S1EZ19db
You have NVIDIA to thank for this. Start turning off all that nasty GeForce Experience stuff that's making your game crash.

Then turn off Ansel too.

Thanks! Works perfectly fine now. Didn't even know that Ansel was even a thing running in the background.
Aemony Aug 16, 2018 @ 6:17am 
Originally posted by DarkHades:
Originally posted by Aemony:

... I am conflicted... The difference between not using an alternate tonemap (aka tonemap "6") vs. the "3" you set as default is larger than I thought. I typically don't apply changes that messes with the intended style and look of the game, but I really like how much darker 3 is and how light sources contrast further from its surroundings at night.

Edit: Special K doesn't use a default any longer, as that behavior was the result of a bug.

https://steamcommunity.com/sharedfiles/filedetails/?id=1481319702

https://steamcommunity.com/sharedfiles/filedetails/?id=1481319496

@Aemony Do I have to download the HDR file to make use of the Alternate Tonemap feature? Nothing happens when I check the box.

I don't think so? Have you changed the slider to the right? If yes, what in-game graphical settings are you playing at? I imagine this setting might only be applicable to some settings. Instead of typing each setting out one by one you can upload the "graphics_option.ini" in your game folder to pastebin.com and link it here.
Aemony Aug 16, 2018 @ 6:19am 
Originally posted by Blep:
Originally posted by Kaldaien:
You have NVIDIA to thank for this. Start turning off all that nasty GeForce Experience stuff that's making your game crash.

Then turn off Ansel too.

Thanks! Works perfectly fine now. Didn't even know that Ansel was even a thing running in the background.

... Disabling Ansel automatically quickly raises in importance... It's annoying how often that is found to be the tool conflicting with Special K. Even more so when it causes issues and conflicts >in games that do not even support Ansel natively<.
Ciel Aug 16, 2018 @ 6:23am 
Originally posted by DarkHades:
@Aemony Do I have to download the HDR file to make use of the Alternate Tonemap feature? Nothing happens when I check the box.
In my case, I need to open "Render Mod Tools" (just click the button) and click again to close it to make tonemap working
Last edited by Ciel; Aug 16, 2018 @ 6:23am
JBeckman Aug 16, 2018 @ 6:23am 
Originally posted by Kaldaien:
If only :P

In a perfect world, you could keep throwing more cores into a system and get something approaching linear performance scaling. Here in the real world, you get logarithmic scaling. Even with a CPU capable of running 32 threads at once, those threads collapse under their own weight because if you have 32 processor cores working on the same task and you haven't done some really sophisticated memory management work (this game has not), these threads trip over eachother constantly when they need memory.

This problem is occuring more and more in games. You really need a bunch of independent tasks if you want to leverage multiple cores, you cannot keep splitting the same job pool across more and more threads and expect worthwhile improvements.


Ah, so parallelism and multi-threading becoming a growing trend in gaming in addition to general software but without the systems to cleverly balance or schedule or maintain how all these threads are working and what they're doing even if the hardware itself were to have enough cores to spare for it. I think I see.

That's going to be a growing problem then indeed if current multi-threaded games are any indication for scaling to and beyond 6 - 8 cores and doing it efficiently too.

So another couple of years then maybe if the OS itself can't improve the way the CPU balances this type of workload which would then also differ between Windows and the console platforms and then AMD and Intel for the actual CPU hardware I'm guessing.

Going to be a tough one then, mostly down to the game engine being coded better to handle this without messing anything up from juggling additional threads and which tasks to prioritize which yeah that's *also* going to be a thing isn't it, not just going time critical or at least high priority for various threads. Yeah that's not going to be very fun now is it.
Siroldas Aug 16, 2018 @ 6:28am 
Hello, I justt downloaded the latest build, my game opens and closes with it why?
Aemony Aug 16, 2018 @ 6:34am 
Originally posted by JBeckman:
Originally posted by Kaldaien:
If only :P

In a perfect world, you could keep throwing more cores into a system and get something approaching linear performance scaling. Here in the real world, you get logarithmic scaling. Even with a CPU capable of running 32 threads at once, those threads collapse under their own weight because if you have 32 processor cores working on the same task and you haven't done some really sophisticated memory management work (this game has not), these threads trip over eachother constantly when they need memory.

This problem is occuring more and more in games. You really need a bunch of independent tasks if you want to leverage multiple cores, you cannot keep splitting the same job pool across more and more threads and expect worthwhile improvements.


Ah, so parallelism and multi-threading becoming a growing trend in gaming in addition to general software but without the systems to cleverly balance or schedule or maintain how all these threads are working and what they're doing even if the hardware itself were to have enough cores to spare for it. I think I see.

That's going to be a growing problem then indeed if current multi-threaded games are any indication for scaling to and beyond 6 - 8 cores and doing it efficiently too.

So another couple of years then maybe if the OS itself can't improve the way the CPU balances this type of workload which would then also differ between Windows and the console platforms and then AMD and Intel for the actual CPU hardware I'm guessing.

Going to be a tough one then, mostly down to the game engine being coded better to handle this without messing anything up from juggling additional threads and which tasks to prioritize which yeah that's *also* going to be a thing isn't it, not just going time critical or at least high priority for various threads. Yeah that's not going to be very fun now is it.

Yeah, thread synchronization is always a hurdle when going multi-threaded and starting to utilize different cores. It's one of the reasons why emulators didn't see much improvements for years because every time they started to go slightly into trying to utilize multiple cores they saw huge performance losses that occurred simply because the emulator needed to keep the threads synchronized at all times to prevent one from finishing before the other and whatnot.

I'm not familiar with how many of the modern emulators that supports multiple cores go about it, but I imagine they're doing what Kaldaien said and primarily splits workloads that are completely independent from each other unto separate cores, allowing minimal synchronization between them.

This issue isn't really a new issue either. The whole platform have struggled with it since a second core and the ability to process a second thread simultaneously first became possible at the consumer level little over a decade ago.
Last edited by Aemony; Aug 16, 2018 @ 6:35am
Aemony Aug 16, 2018 @ 6:35am 
Originally posted by Siroldas:
Hello, I justt downloaded the latest build, my game opens and closes with it why?

Upload your logs (crash.log, dxgi.log, modules.log) to pastebin.com and link them here. The logs can be found in the "logs" subfolder of the game.
Siroldas Aug 16, 2018 @ 6:41am 
https://pastebin.com/QW2ecmWA
DXGI

https://pastebin.com/8SuEnCcV
MODULES

Nothing in crash, the game opens and closes right away.
Last edited by Siroldas; Aug 16, 2018 @ 6:42am
-El_Greeko- Aug 16, 2018 @ 6:46am 
My game doesn't start with this tool.

-----------------------------------------------------------------------------------------------------------------------

Here are the logs:

* DXGI -—- https://pastebin.com/BZ6wWZgW
* Modules -—- https://pastebin.com/Aiji62y4
* game_output was blank

-----------------------------------------------------------------------------------------------------------------------

Here's a video demonstrating the game not starting: https://www.youtube.com/watch?v=Z6_GLL3fXtU

And here are all the processes that were running at the time: https://imgur.com/a/PbN2tu1
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